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Refactor high quality texture import
* Only two texture import modes for low/high quality now: * S3TC/BPTC * ETC2/ASTC * Makes sense given this is the general preferred and most compatible combination in most platforms. * Removed lossy_quality from VRAM texture compression options. It was unused everywhere. * Added a new "high_quality" option to texture import. When enabled, it uses BPTC/ASTC (BC7/ASTC4x4) instead of S3TC/ETC2 (DXT1-5/ETC2,ETCA). * Changed MacOS export settings so required texture formats depend on the architecture selected. This solves the following problems: * Makes it simpler to import textures as high quality, without having to worry about the specific format used. * As the editor can now run on platforms such as web, Mac OS with Apple Silicion and Android, it should no longer be assumed that S3TC/BPTC is available by default for it.
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@@ -129,10 +129,20 @@ void EditorExport::add_export_preset(const Ref<EditorExportPreset> &p_preset, in
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}
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String EditorExportPlatform::test_etc2() const {
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const bool etc2_supported = GLOBAL_GET("rendering/textures/vram_compression/import_etc2");
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const bool etc2_supported = GLOBAL_GET("rendering/textures/vram_compression/import_etc2_astc");
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if (!etc2_supported) {
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return TTR("Target platform requires 'ETC2' texture compression. Enable 'Import Etc 2' in Project Settings.");
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return TTR("Target platform requires 'ETC2/ASTC' texture compression. Enable 'Import ETC2 ASTC' in Project Settings.");
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}
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return String();
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}
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String EditorExportPlatform::test_bc() const {
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const bool bc_supported = GLOBAL_GET("rendering/textures/vram_compression/import_s3tc_bptc");
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if (!bc_supported) {
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return TTR("Target platform requires 'S3TC/BPTC' texture compression. Enable 'Import S3TC BPTC' in Project Settings.");
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}
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return String();
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